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WIP Crop Ideas and other work across the pack #26

Description

@C0bra5

Todo

  • Add zipped-up config files to allow the loading of currently commented-out dependencies, as they will result in a crash due to the core mod being weird.

Current concerns

This is a list of current concerns regarding currently existing content, usually with some proposed solutions. Everything in here hasn't been decided on, and is still in the early brainstorming stage. Everything in this section is subject to change; do not take it as gospel.

The effects of diareed on early boiler setups

Diareeed is very strong and provides a very long-lasting fuel for early boiler setups. I'd rather steer players towards high-statted bonsais for that.

I think that changing it to a material leaf that requires extra processing would be the better idea. I'll probably just copy bees and use require HCL to process it.

Small dust crops are irrelevant

Small dust crops were inherited from IC2, but things like ore berries and the material crops easily overshadow them in terms of usefulness. They have slight usefulness, as players can easily craft the smaller dusts into full dusts without requiring any form of smelting, but the yield is so low in comparison to ore berries that it often just doesn't matter regardless. The few small dust crops that don't have an equivalent ore berry have a material crop with a leaf that can be extracted to full dusts, so they can't even claim to have a resource niche.

At this point, I'm considering simply removing them as I often get asked which is better and well, I would never have a reason to recommend any of the small dust crops to anybody.

Players are able to access viable passive resource generation much earlier than before

I'll preface this by saying that I, C0bra5, the current project lead and maintainer of Crops NH, and a large number of the players who've experienced Crops NH do prefer the new crop mechanics introduced with the initial release of Crops NH. Many of us honestly believe the improved accessibility provided by the new crop mechanics is a benefit to the pack. Crops NH still requires quite a lot of time and investment to make good use of crops, and I'm well aware of just how fun and rewarding the new mechanics are, but the reality is that the current mechanics are pulling on the edge of what's acceptable in the early tiers of GT:NH. As much as I like the current systems, some nerfs are in order. The statting process is far too easy, and weeds are never really a threat because of the resistance changes. The Steam Age was clearly never intended to let players have access to viable passive resource generation. Players are expected to be constantly in short supply for resources, and the constant need for food and tool upgrades is the vehicle intended to push players towards progressing to higher tiers. As a member of the GT:NH development team, I have a duty of care to ensure that my contributions to the pack are in line with the pack's vision, and I will have to address these issues at one point or another. The first release of Crops NH was always focused on feature parity and gameplay improvements, and I am fully confident that the current iteration of Crops NH, the one slated to be released along with the 2.9 version of GT:NH, has met most, if not all, of its intended goals. The second major release of the pack, including Crops NH, has always been intended to focus on new additions, balance tuning based on feedback from the wider player base, and to better align the mod with the vision of the pack. I fully expected that nerfs would be coming to Crops NH at one point or another. I've always made it clear to everyone that I expected crops to be overtuned out of the box, partially because I'm of the mind that allowing passive resource generation at the earlier stages of the pack is a good thing for more casual players. My goal will never be to revert crops to the unbearable difficulty and tedium of the IC2 crop system; I know just how annoying it is, having spent hundreds of hours playing with it, but at the same time, I can't simply close my eyes and pretend that everything is fine.

The early stages of the pack are generally intended to require players to run around and explore the world, dig out veins and really dig in that feeling that your tools just really aren't able to do much of anything yet. But Crops NH greatly affected this balance. Before, most practical resource generation methods required players to at the very least reach MV or HV, but with Crops NH, this bar has been lowered all the way to the Stone Age.

Some attempts were made to limit access to outliers early on, but the current crops still provide large amounts of many resources that would usually require a lot of tool investments in order to obtain in larger quantities. It effectively allows players to bypass mining requirements and lets them spend more time building out their base instead of giving them a reason to push forward through the early tiers.

You could always technically start breeding crops the moment you got your hands on a saw, but true statting and actual production setups didn't used to be much of a thing until players obtained a portable scanner. My goal would be to still somewhat lower the bar compared to before, but limit the obtention and usage of maxed seeds to LV at the bare minimum.

My current idea is to introduce a cruder version of the crop stick and plant lens that players can use during the steam age to kickstart their farming journey, and to slightly tone down the accuracy of the plant lens to make the portable scanner something players actually want to work towards for crops. These cruder versions will lack a lot of the nicer creature comforts introduced by the initial release of Crops NH, but shouldn't make using crops impossible in the early tiers, just slightly more annoying and tedious. It's effectively a price you have to pay if you want to start early. Players will need a good grasp on the breeding and statting mechanics to use crops during the steam age, but it should never be the case that it's strictly impossible to use crops altogether during the steam age.

Here's a narrative version of how I'd like progression to go throughout the early stages:

Stone-Age:

You're a caveman banging sticks together; Your knowledge of crops is mostly limited to what they look like. You can't really identify new species when breeding, and you're mostly limited to the things you can plant directly onto a crop stick. You can't really control weeds, and you have no way to know if your crops will improve when breeding. Your current crop sticks are crude, and most of the more delicate crops simply won't take hold within them. Seed gathering is a pain; you don't have a reliable way to get new seeds, and even then, when you do get one, you can't really identify it by anything but its shape and colour.

Steam-Age:

Using a crude plant lens, you can now reliably identify and name new species while breeding. You've also gained the ability to discern the differences in attributes between crops, allowing you to perform some crude attempts at improving your crops. You've learned that pushing your crops past a certain point is nearly impossible. Your crude crop sticks simply don't provide the support your crops need to properly root themselves. Overgrowth is a real issue you have to account for, as going past a certain threshold can be a death sentence for your fields. You hoped that breeding tougher crops would solve this issue, but sadly your crude crop sticks simply can't provide the necessary support needed. You'll need to get working on some better crop sticks if you want to prevent overgrowth and stem the unending war against weeds. The silver lining is that you've been able to make a specialized spade that lets you collect seeds more effectively from existing crops, so you can at least store these dangerous seeds for a later date, where the threat of weeds and overgrowth no longer looms on the horizon.

LV-Tier:

With the use of your improved plant lens and your deeper knowledge of crops, you've gained the ability to roughly quantify the attributes of crops. You can't put an exact number on any of the attributes you've identified, but you're generally able to tell them apart without having to compare them over and over. Thanks to your improved crop sticks, your crops are finally able to properly root themselves into the soil. Tougher-looking crops no longer spread outside of their bounds when they start growing too quickly, allowing you to push past what you once believed to be the limit of your crops. These more grounded crops also greatly benefit from being fertilized during the breeding process. You can now use fertilizer to effectively ensure that the attributes of a crop never go down during the breeding process. It doesn't seem to increase the likelihood that it will go up, but at the very least, it doesn't go down anymore when using fertilizer. The war against weeds isn't over, but the future is looking bright. You've heard of some alchemist held up in a dungeon who was able to make a brew capable of repelling weeds. If you know where to look, maybe you can find the right tools to get your hands on this mysterious brew. You've got a few crude blueprints for machines that may be able to help you breed new crops and create new seeds, but they're too crude to work on more developed or advanced specimens.

MV-Tier:

With your new portable scanner, you can properly quantify each attribute of a crop. Your newly improved spade allows you to rapidly create new seeds to create large fields at speed that once seemed impossible. With the help of Weed-EX, you can now effectively repel weeds. Your war against weeds is over, good job, soldier. Your newly revised machines are a definitive upgrade over the previous ones, but attempts to breed new "perfect" crops seem to always result in failure. On the other hand, your prototype for an industrial farm seems to have borne fruit. It's still crude, and you're pretty sure your reliable crop manager can easily outpace it with a few tricks, but it's decent enough and provides a noticeable footprint advantage over the sprawling fields of the past.

New/Reworked Items:

(New item) Crude Crop Sticks:

  • Not as great as proper sticks, but it lets players start crops a bit earlier than usual, given they are willing to spend some time developing a good understanding of the tools at their disposal.
  • Uses the current crafting recipe.
  • Internal storage:
    • Water storage is limited to 50.
    • Fertilizer storage limited to 50.
    • Cannot store or use Weed-EX.
  • Capabilities:
    • Crop yields are 50% lower.
    • Stat variation from breeding is -2, -1, 0, 1, 2
      • Cannot use fertilizer to force positive stat growth.
    • Uses IC2 resistance mechanics:
      • High resistance provides resistance to trampling, not immunity.
      • High resistance never provides immunity to weeds and diseases; it simply slows down the process.
      • Re >= Gr does not prevent weeds from being spread when Gr >= 24.

(Rework) [Current/Treated] Crop Sticks:

  • Craftable in LV, you're basically just coating crude sticks with seed/fish oil.
    • Rewards investing into canola, and can be started right off the bat with things like Pam's peanuts.
  • Internal storage:
    • Can store water, but only up to 200.
    • Can store fertilizer, but only up to 200.
    • Can store Weed-EX up to 150.
    • These are the current capacity limits.
  • Capabilities:
    • Stat variation from breeding: -2, -1, 0, 1, 2
      • If fertilizer >= 150: 0,0,0,2,4
        • A crop manager is required to go over 100.
      • If fertilizer >= 50; `0,0,0,1,3'
        • Mostly forces the use of proper fertilizer items in order to get the better bonus.
      • else 0,0,0,1,2
    • Uses current crop resistance mechanics
      • High resistance provides resistance to trampling and immunity once maxed out.
      • High resistance provides resistance to weeding attempts and immunity once maxed out.
      • When Re >= Gr and Gr >= 24, crops no longer spread weeds and diseases to nearby crops.

(new Item) Crude Plant Lens:

  • Current recipe, maybe switch to bronze instead of steel.
  • Reveals the species
  • Cannot identify the stats of a crop.
  • Can be used to compare crops with each other.
    • Shift-Right-Click to pick a reference and then right-click to compare.
    • Reference isn't wiped/cleared after a crop is compared; that would just cause some needless back and forth.
    • Readouts would be something like
      • It's [stat descriptor] [quantifier] [direction indicator].
      • It's growing a bit faster.
      • Its yield is a lot lower.
      • Its resistance is the same.
      • When something is on par/the same, it's actually on par; I'm not leaving any room for misconceptions. It's not roughly on par; it's on par, or it isn't.
      • The quantifier can be one of 3 variations akin to small, medium, and large difference.
        • maybe 1-3, 4-9, 10+ for the respective bands.
        • The first range is intended to be narrower, and is mostly so that steam players can use an existing crop that has crossed the weed-spreading threshold and use it as a barometer to identify crops that might be dangerous.

(rework) [Improved/Current] Plant Lens:

  • Needs something to lock the lens to LV, probably a lathe-only lens of some kind.
  • Reveals the species
  • Can identify the stat bands of a seed.
    • Seeds/Crops will retain those values, so player can compare them.
    • This is akin to partial scanning, just more informative than revealing one stat at a time.
    • Bands are 1-5, 6-10, 11-15, 16-20, 21-25, 26-30, 31
    • A maxed-out stat should always be clearly identifiable, as that's what most players are looking for, and I don't intend to require meaningless guesswork. It's either perfect or it isn't.

Features needed for implementation:

  • New crude crop stick and plant lens
  • Improve inheritance capabilities of the crop stick tile entity
    • Variable start variations depending on crop stick tier and fertilizer storage.
    • Variable trampling immunity based on crop stick tier.
    • Variable weed immunity based on crop stick tier.
    • Variable weed-spreading immunity based on crop stick tier.
    • Variable yield modifiers based on crop stick tier.
    • Variable limits on storage depending on crop stick tier.
  • Tier crops/seed scanning into 3 stages: species only, species + stat bands, complete scan

Transition implementation

  • Current crop sticks will remain as is; there shouldn't be any changes to existing fields since the mechanics are still roughly the same as the current sticks. (no need for migration)
  • Analyzed seeds will all be transitioned to the "fully scan" stage. (probably won't need a migration if implemented correctly).
  • Plant lens will be transitioned to the improved lens. (no need for migration)

Planned Features

This is a list of all planned features that are slated to be added to Crops NH.

2.9 Release

No more changes planned; feature freeze currently in effect.

2.10 Release

While most of this is still early planning, the contents of this section do reflect things that will be worked on during the development cycle of the 2.10 release of GTNH.

Multiblock Machines

Garden of Babylon:

  • Some mega multi for growing crops in the endgame
  • Better slot and production speed scaling for UV+ needs with deeper mechanics than just providing water and some fert.
  • The current OC growth accelerator is a stopgap measure since I want to have a proper multi for end-game production.

Recipes

  • High-speed processing recipes using the digester
    • The digester actually has POC, so it will scale better in the late game and give the game.

New crops

Space rock lilies

Goal

Provide a high-throughput source of planetary dust akin to the existing stone lilies. This will be a direct upgrade to the existing space bees.

Processing

No new processing is needed.

Drops

9x of the planet's stone dust.

Crop details:

  • Name: {{planet}} stone lily
  • Tier: 4 - 13 depending on the planet tier.
  • Growth duration: 600 * tier
  • Soil: stone.
  • Liked biomes: match the respective planet's biome.
  • Parents: Roughly match the space bees.
  • Growth requirements:
    • Subsoil: block from parent planet.
      • GoG has bees and has been able to use them fine so far, so I'm not too afraid of causing issues on that end.
    • Seedbed: HV to ZPM depending on the tier.
  • Minimum additional breeding requirement:
    • Dimension: Respective planet
  • Duplication catalyst: Dust of the respective planet.
  • Textures: Same vibe as all other stone lilies, but colour-coded to the original planet.

Additional notes:

  • September: check how Galaxia is doing and decide on how to proceed with integration for it.

Monazite/Bastnasite crop

Goal

Add a renewable source of samarium-containing ores that require processing using the related lanthanide lines.

Processing

  • In addition to the usual quadrupling and ore-generation recipes, new digester recipes will be added to allow these crops to integrate with the lanth lines.
  • The ore-generation recipes should be mostly similar to the existing recipes, substituting the ores for the crops. Still, I'm thinking of either changing the acid or adding a few more processing steps that would require more infrastructure to use those crops for the lines.
  • The existing digester recipes will need to be given circuits as they will have recipe conflicts otherwise; don't forget to add to breaking changes when added.
  • Consider adding a QFT equivalent recipe since Mona and Bast have one.

Drops

  • Material leaves

Shared crop details

  • Tier: 10
  • Growth duration: 6000
  • Soil: Rock
  • Liked biomes: COLD, DRY (matches the moon biome)
  • Growth requirements:
    • Seedbed: EV
    • Subsoil: Respective ore
  • Minimum additional breeding requirement:
    • Dimension: moon
    • Breeder: EV
  • Duplication catalyst: Respective ore dusts.

Monazite crop details

  • Name: Solumphosphine
    • The name is a world play rooted in the origin behind the name of monazlite. The name came from ancient Greek words for "to be alone", and solum is Latin for alone. I just tacked on phosphine at the end because it's a phosphate-rich ore after all.
  • Parents: moon stone lily, fertilia
  • Textures: A decently sized dark crystal without too many branches, or maybe just a dark amethyst crystal.
  • Material leaf texture: In the same vein as the crop, a big crystal-looking thing.

Bastnasite crop details

  • Name: Bastillsam
    • The name is a counterpart to the monazite crop, combining the bast from bastnasite and the beginning of the Swedish word for together (tillsammans), as bastnasite is named after a Swedish mine where it was discovered.
  • Parents: moon stone lily, fertilia, Solumphosphine
  • Textures: An orange-brown berry bush similar to juniper trees.
  • Material leaf texture: A small berry bundle, mostly orange-brown but with slight blue and light lime colour shifts on some berries to indicate its high cerium content and its very useful holmium byproduct.

Ilmenite crop

Goals

  • Provide a renewable supply of ilmenite byproducts such as tantalum, niobium and rutile/titanium.

Processing

  • I'd say either HF or phthalic acid for processing.
  • For ore-generation, I don't plan on adding a way to create slag directly from the leaves; I'm fine with the lower output of ilmenite slag from purified crushed ores since this will be a passive process anyway.
  • You will be able to quadruple the slag output of crushed ores, however, but not of crushed purified to prevent double-dipping since the ore generation produces that.
  • GT5u: Ilmenite slag from impure crushed ores will need a circuit.

Drops

  • Material leaf
    • A blackened version of the titania leaf.

Crop details

  • Name: Ilmanacite
    • A mix between the 2 names given to the ore, ilmenite and manaccanite. The latter name dates back to the ore's original identification around 1791, while the former is the common name given to it in the 1940s after it was found near the Illmensky Mountains in Russia.
  • Tier: 10
  • Growth duration: 6000
  • Soil: Moon blocks.
  • Liked biomes: DRY, SPOOKY
    • spooky because it's got ill intentions or something.
  • Pools: Will depend on the crop.
  • Parents: Will depend on the crop.
  • Growth requirements:
    • Ilmenite ore as subsoil.
    • Seed bed: EV
  • Minimum additional breeding requirement:
    • Dimension: moon
    • EV Breeder
  • Duplication catalyst: Ilmenite dust
  • Textures: Similar to titania, but darker and with the darker leaves described in the drop section.

Mob head crop, and changes to withered and zomplant

Goals

Provide a passive source of mob heads that are needed for progression points throughout the pack and serve as a decent source of bonemeal for the early game that requires some processing to use (should basically cut the trip to the Nether for bone segments, but shouldn't cut the processing step to get bonemeal). This will be a straight upgrade to the Zomplant and the Withereed for mob head production.

Drops

  • Skeleton head (50% drop chance)
  • Zombie head (15% drop chance)
  • Creeper head (15% drop chance)
  • Enderman head (15% drop chance)
  • Wither skeleton head (5%)

Processing

  • Add a maceration recipe for skeleton skulls to create bonemeal.
  • Add a maceration recipe for wither skulls that does roughly the same thing with a slight chance for a necrotic
  • The wither skull drop from withereed will be removed in
  • Used to farm skulls from most vanilla mobs in the game.
  • Maybe remove wither skull from withereed.
  • Bone/Bonemeal source?

Crop details

  • Name: Same as original crop.
  • Tier: 6
  • Growth duration: 600, 800, or 1200, depending on the number of growth stages in the original crop.
  • Soil: Graveyard soil.
  • Liked biomes: Spooky, Dead, Nether, End
  • Pools: Undead, Evil, Danger, Alien.
  • Parents: Creeperweed, Enderbloom, Zomplant, Withereed.
  • Growth requirements:
    • Subsoil: Mob head
  • Minimum additional breeding requirement:
    • Light level: 7 or lower
      • Consider adding the same requirement to other mob crops for mobs that need low light to spawn.
      • Consider adding a minimum light level of 9 for passive mobs that need light to spawn.
  • Duplication catalyst: Mob heads.
  • Textures: Something like a flower that produces mob heads instead of flowers.
  • Additional quirks:
    • Plays the skeleton hurt sound when harvested instead of the usual crop harvest sound.
    • Damages the player when collided with.
    • Has a small chance to apply the wither effect when mature.

Flower generating crop

Goal

Provide a source of all sorts of flowers for use with bees and decorations.

Drops

Effectively, every flower that can be generated by a bee, roughly all at an equal chance.

  • The NEI handler is definitely going to need some tweaks for this one, or else it will overflow.
  • Take a page from the breeding pool tab and make the height dynamic.

Processing

Does not need any new processing recipes.

Crop detail

  • Name: Floramysteria
    • Effectively mysterious flower.
  • Tier 4
  • Growth duration: 700
  • Soil: Grass
  • Liked biomes: FOREST, HILLS
    • Matches the flower forest biome
  • Pools: Red, Green, Blue, Flower, Tulip, Bush.
    • New pool idea: Dye, for all crops that produce dyes.
  • Parents: Dandelion, Dayflower, Allium, Inkloom
    • AKA the CMYK colour components.
  • Growth requirements:
    • None
  • Minimum additional breeding requirement:
    • None
  • Duplication catalyst: Any flower.
  • Textures: A bush with all sorts of flowers growing out of it.

Additional notes

  • Consider adding flower drops to existing flower crops that have block equivalents.

Food crops for pam or it's replacement.

Goal

Provide a more effective way of farming useful pam crops early on.

Drops

Equivalent to the usual crop.

Processing

No additional processing is needed, but keep an eye on peanuts, as they are a very good source of seed oil early on and are generally difficult to automate before gaining access to EIO farm stations or a forestry multifarm.

Shared details:

  • Name: Same as original crop.
  • Tier: 4
  • Growth duration: 600, 800, or 1200, depending on the number of growth stages in the original crop.
  • Liked biomes: Will depend on the crop.
  • Pools: Will depend on the crop.
  • Parents: Will depend on the crop.
  • Growth requirements:
    • Light level: 9 or higher (same as all food crops)
  • Minimum additional breeding requirement:
    • None
  • Duplication catalyst: Drop of the crop.
  • Textures: Use the same as the original crop.

Additional notes:

  • September: check if the Pam cleanroom project is in the works or active, as apparently most of the art is done, but it has no implementation ready.

The crop ideas below haven't been fully fleshed out.

High purity gem crops.

Goal

Provide renewable access to gem-related ores.

Drops

Material leaves, themed after berries, can probably just colour shift Bob's as a starter.

Processing

  • The leaves can be used instead of ores for things like ruby, sapphire, and green-sapphire juice.
  • HCL as the acid for processing.

Crop details

  • Tier: 8-10
  • Growth duration: Tier * 600
  • Names are based on family relationships with a similar naming convention to Bobs-Yer-Uncle-Ranks.
    • Eg: {{Name}}s-Yer-{{Relationship}}-Ranks
    • Olegs-Yer-Brother-Ranks (Opal)
    • Sophies-Yer-Sister-Ranks (sapphire)
    • Grettas-Yer-Aunt-Ranks (Green sapphire)
    • Richards-Yer-Cousin-Ranks (ruby)
    • Agathas-Yer-Mother-Ranks (Amethyst)
    • Thomas-Yer-Father-Ranks (Topaz)
    • Bella-Yer-Daughter-Ranks (Blue Topaz)
    • Jimmys-Yer-Son-Ranks (Jasper)
    • Amelia-Yer-Grandma-Ranks (Amber)
    • Tristans-Yer-Grandad-Ranks (Tanzanite)
    • Jessies-Yer-Wife-Ranks (Jade)
    • Rens-Yer-Husband-Ranks (Red Garnet)
    • Yanicks-Yer-Friend-Ranks (Yellow Garnet)
    • Olie-Yer-Pet-Ranks (Olivine)
  • Growth requirement:
    • Subsoil: ore or block of the respective gem
  • Minimum additional breeding requirements:
    • MV+ breeder for anything that isn't ruby, emerald or sapphire.
  • Textures: Variations on Bobs-Yer-Uncle-Ranks

Additional notes:

  • Maybe consider moving diareed to this new family, as I'm not a fan of just how effective it is for early game boiler setups, and the fact that it effectively makes diamond veins irrelevant once obtained.

Netherite booster crop

Goal

Provide a booster for the Netherite line, preferably at the input.

Additional notes

  • Most likely to be used as a catalyst for production and not a source,
  • It should already be fairly simple to get going once you have Nether air.
  • Check how the Netherite Comb interacts with the line.
  • Maybe consider doing something similar for the prismarine line.

Botania crops

Goal

Provide players with a renewable source of botania petals early on.

Additional notes

  • A source of petals and dyes.
    • Maybe consider expanding the tulip varieties instead for dyes.
  • We can probably re-use the old Agricraft Botania flower textures.
    • Can be obtained by checking out a commit prior to the merging of the reworkd pr.
  • Preferably uses either petal blocks as sub-soil or vivid grass as soil.
    • Mostly to gate access to the crops behind either the mana pool or the obtaining of a significant amount of flowers.
    • Botania provides a lot of very early game QoL (mostly lv) and usually requires a fair amount of luck during TF exploration to begin early or magical fertilizer, which requires witchery progress iirc.
    • Probably best I revisit the actual early game uses of Botania because it has been a hot minute since I've been in the early game.

Noble gas crops

Goal:

Provide players with a more accessible source of noble gas, usually processed at slower speeds than bees, but given in higher quantities.

Additional notes

  • Tier-gated and longer extraction times based on bees.
  • Glowing Mushrooms of the gas's respective color.

Crop Changes

  • Make bauxia a crop purely for bauxite, and introduce a dedicated aluminium crop:
    • Will effectively replace bauxia, and output a leaf that makes alu and duplicates alu ore and alu-adjacent ores.
    • Bauxia will be re-tiered to EV completely and will be harvest locked to the IF with a minimum seedbed tier of HV.
    • Deterministic mutations where bauxite serves as the aluminum parent will be updated to replace bauxia with this new crop.

Crop mechanics

  • Add a tooltip line describing the soil a crop needs.
  • Add a waila/plant lens message that indicates a crop can't grow due to a lack of nutrients.
    • Require at least partial scanning for this since it won't matter too much for steam-accessible crops.
  • Dimension breeding requirements
    • Essentially, add a thing like bees that demands players have access to a specific dimension in order to obtain its resources.
  • Introduce configurable tier bypass values for requirements
    • The goal of this change would be to expand on the mutatron's behaviour of skipping world checks by making it so that crop breeders of higher tiers can bypass certain types of requirements.
    • For example, the previously mentioned dimension requirements would be generally bypassable at ZPM, but it could be configured on a per-dim or per requirement/crop basis so that early dims.
      • Low-tier dimensions, such as the Nether or Twilight Forest, could have their bypass limit lowered
      • High-tier dimensions such as T8+ planets would have their bypass limit heightened.
  • Introduce a proper minimum breeding requirement tracker
    • Right now, the only thing that prevents crops from being poolbred, are their growth requirements.
    • Deterministic mutations do currently track individual breeding requirements, but with the exception of the machine-only breeding requirement, the requirements always mirror the crop's growth requirements, which also implement the breeding requirement interface.
    • The goal of this sub-system would be to standardize which requirements are considered as minimum breeding requirements, and which requirements aren't.
    • This would allow for greater customizability for future mutations, as we could have more custom breeding requirements for individual mutations. EG:
      • You could require either a dim + a block of a material that cannot be bypassed by a given tier, or a very high-tier machine to allow you to skip said requirement. (e.g., current kevlar bee requiring a block of kevlar or a UHV replicator, though idk if that's still in the pack, but it used to be)

Guide Book and Guide NH

  • Consider removing IC2 mentions, as active players will likely have transitioned already, and there won't be a reason to introduce/compare crops NH to IC2 anymore since new players won't be familiar with IC2 crops, making the comparisons and callbacks mostly pointless for newcomers.

No delivery target

These are things that might be implemented in the future, though I make no guarantees.

Crops

  • Spacetime Crop:
    • The final member of the space crop family
    • Used as a catalyst for DTPF, like infinity comb
  • Amethyst crop
    • Unsure why it was requested, will need to double-check usages
    • Likely to be superseded by high-purity gem crops.
  • Thaumic shards crop
    • unsure if needed due to the bee
    • magic being more of a bee thing, I'm not sure if this will stay
  • Essentia generating crop
    • unsure if needed due to the bee
    • magic being more of a bee thing, I'm not sure if this will stay

Non CropsNH things

  • Make that PR to optimize orchard farms in Forestry

Activity

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